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Blogs

Abel Bascunana Pons's Comments

Comment In: Three Strategies for Curing Developer’s Block [Blog - 04/04/2013 - 09:05]

Great article, even i find ...

Great article, even i find it hardly applicable in a context of indie devs with scarce resources. Conducting playtests means the game is in quite an advanced state due to the lesser scope of indie projects even i agree it could be an early prototype . And for contacting a ...

Comment In: 8 Key Principles of Writing Effective Game Dialogue [Blog - 03/13/2013 - 05:27]

I don 't usually do ...

I don 't usually do any explicit marketing, but if you allow me to I 'll do it this time. We are working on a CRPG game uploaded on Greenlight. We posted a video introduction to the story of... 7 minutes http://steamcommunity.com/sharedfiles/filedetails/ id 127626930 r nThis is not game dialogue ...

Comment In: How much do indie PC devs make, anyways? (Part IV) [Blog - 03/06/2013 - 03:03]

Thanks for sharing David Mucha ...

Thanks for sharing David Mucha suerte en tus pr ximos proyectos

Comment In: Let's talk about Steam opening up [News - 02/28/2013 - 03:42]

1. Steam would lose its ...

1. Steam would lose its sense of exclusivity as provider of good-high quality games, becoming kind of a portal where we would increasingly see many browser-based style games. r n r n2. play sessions with PC games are longer than with mobile games, that are played during smaller timespans and ...

Comment In: Defender's Quest: By the Numbers, Part 2 [Feature - 02/20/2013 - 04:35]

Very insightful stuff Lars, thanks ...

Very insightful stuff Lars, thanks

Comment In: Managing a (Virtual) Game Project [Blog - 02/19/2013 - 06:05]

Interesting article, many thanks Randell. ...

Interesting article, many thanks Randell. I 'm also working on a somehow complex game project where everybody works from their homes. We 've been developing for 10 months 2 preplanning ones. We use a mix of Assembla, Trello and Google Docs. I also use Onenote but actually only to organize ...

Comment In: Kickstarter post-mortem: Legends of Eisenwald [Blog - 02/08/2013 - 09:05]

I 'm grateful for this ...

I 'm grateful for this info Alexander, as we 'll go KS in a month and a half. Even we 've already done some research, there are really good points here i was unaware of. r n r nThe curious thing for me is what you say about combat. How ...

Comment In: The rules Spec-Ops: The Line broke -- to make its story matter [News - 08/13/2012 - 08:16]

After reading all the posts, ...

After reading all the posts, here my two cents: r n r n- Story and gameplay can be properly intervowen depending on the genre. What about graphic adventures such as Monkey Island, Day of the Tentacle, Loom... the story drives the gameplay. Even the game play can be considered an ...

Comment In: Opinion: Let's talk about why QA sucks [News - 04/12/2012 - 03:27]

I think QA is closely ...

I think QA is closely related with game design. QA detects issues after they have been implemented. A game designer should see potential issues before they are implemented. That 's why a good QA guy can become a good game designer if he has some capacity of abstraction and a ...

Comment In: Moving past Cut the Rope -- the future of Zeptolab [News - 04/13/2012 - 03:32]

I praise the meritorious game ...

I praise the meritorious game design in CTR. If i was to give some feedback for a sequel, i would suggest to use the first-learned main game mechanics more often in detriment of other more complicated ones, adding a bit more pause sometimes to avoid making the player rush to ...

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